Godot 4 Post Processing: 3D Pixel Art Shader

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  • čas přidán 23. 08. 2024
  • A tutorial on how to use custom post processing shaders in Godot 4.0 to create a 3d pixel art shader.
    Link to GitHub repo:
    github.com/CBe...
    Resources used:
    docs.godotengi...
    • Outlines - Devlog 2
    • Creating Pixel Perfect...
    Temple model seen in video:
    sketchfab.com/...
    Village scene:
    sketchfab.com/...

Komentáře • 132

  • @muno
    @muno Před 7 měsíci +135

    As a pixel artist I'm kind of shocked that you can recreate such a nice edge highlighting effect with shader code :O

  • @MartinQuinta
    @MartinQuinta Před 5 měsíci +19

    Something to consider is that an even better pixel art effect is achieved by changing the camera to orthogonal because the 3D perspective slightly screws up the atmosphere that is trying to be achieved with this script. Fantastic tutorial by the way. thank you!

    • @PP-ss3zf
      @PP-ss3zf Před 20 dny

      Hi, I didn't fully understand why its the case. Can you please provide more detail?

    • @turnkey_hole
      @turnkey_hole Před 12 dny

      ​@@PP-ss3zf Ortho maintains the right angles better than standard camera modes.

  • @jamaalsineke2405
    @jamaalsineke2405 Před 7 měsíci +14

    Absolutely stunnng. I'm sad that that there's no Unreal Engine tuts of Tesslr8r's pixel style. Anyway....Please do more with this and don't let this die as a demo project

  • @habibyahya788
    @habibyahya788 Před 7 měsíci +24

    this is amazing!
    I've seen many pixel shader tutorial but your explanation is crazy easy to follow.

  • @LaytonGB
    @LaytonGB Před 7 měsíci +30

    Absolute hero! You're one of the few tutorial makers that not only explains what is happening, but why you're doing it and what the alternatives are! Wish more tutorials were like this, great job.
    Also, those models and this shader are lookin fresh 👌

  • @OJSthecoder
    @OJSthecoder Před 7 měsíci +13

    you put this tutorial out literally at the EXACT time i needed it! awesome stuff!

  • @Teflora
    @Teflora Před 7 měsíci +7

    Oh I was trying so long to find a node setup that allows me to pixelize the scene while still having a crisp UI! Great stuff!
    I was waiting for the customisable render pipeline but this gives me a huge heads up, thank you!
    I

  • @spencergee5626
    @spencergee5626 Před 7 měsíci +2

    Been waiting for a tutorial like this for months, thanks so much

  • @VilaRicaGames
    @VilaRicaGames Před 7 měsíci +4

    Amazing tutorial, simple and straight to the point while still showing good progress along the way. I just implemented this in my game, but in my case I had to mess with render priority of my assets/players etc. Somehow they get confused in certain areas/camera angles. But if I set them to a higher priority then the ViewPort, it works.

    • @sainmanstanding
      @sainmanstanding Před 6 měsíci +1

      t3ssel8r talks in one of his videos how the effect is best sold with an orthographic camera at a fixed angle. On top of that he orientates objects with sharp edges only in 45 degree increments. It's not apples to apples since he's in Unity but I think keeping those design choices in mind could help keep the instances of confusion down.

    • @VilaRicaGames
      @VilaRicaGames Před 6 měsíci +2

      @sainmanstanding Thanks! I'll make sure to take a look at that. I had a massive core change in my game, the post-processing part I left to work later. But it won't hurt to already research about it! Again, thank you!

  • @ndriqa
    @ndriqa Před 7 měsíci +4

    Hey man, what a great tutorial and beautiful result. Thank you!

  • @Cmdr_Kraid
    @Cmdr_Kraid Před 7 měsíci +1

    found this on reddit, new dev here I will learn and mess around with this on my projects, Really big thanks for the tutorial

  • @yvanvan3729
    @yvanvan3729 Před 7 měsíci +3

    Awesome tutorial !
    Great explanations, thank you for making it.
    Have a wonderful day.

  • @RugbugRedfern
    @RugbugRedfern Před 7 měsíci +2

    Thanks so much for covering this! This effect is insane!

  • @StrungHigh
    @StrungHigh Před 5 měsíci

    As an artist this is quite a bit above my head, which means there's a ton for me to learn here. Thanks for teaching!

  • @KyleRassweiler
    @KyleRassweiler Před 7 měsíci +4

    That subviewport is genius

  • @bunni3140
    @bunni3140 Před 8 dny

    we'll *NEVER* be able to automate pix.... well okay then. the quality of this effect is awesome, thank you for sharing this.

  • @Archive_0x
    @Archive_0x Před měsícem +2

    golden content! Greatly appreciate you for providing the source code.

  • @rowanbrak4915
    @rowanbrak4915 Před 7 měsíci +1

    Saw this on Reddit as well, such a good looking effect!

  • @NedCollyer
    @NedCollyer Před 3 měsíci

    I hope we get more videos out of you. Very impressive series :)

  • @In3F
    @In3F Před 7 měsíci +3

    Another great tutorial, really well explained.

  • @sporktank
    @sporktank Před 7 měsíci +2

    Great effect, and well presented as always! Makes me want to stop what I'm doing and find a project to use it on! 😂

  • @MisterNewYear
    @MisterNewYear Před 6 dny +2

    To anyone having problems with the new update,
    Godot 4.3 stealth introduced reverse Z, which means the only thing you should have to change for the shader to work again is replace void vertex() with this:
    void vertex() {
    POSITION = vec4(VERTEX.xy, 1.0, 1.0);
    }

    • @ItsRyscale
      @ItsRyscale Před 2 dny

      Legend! I was wondering why the first stage of the effect wasnt working. (this needs to be pinned)

  • @flashfreak62
    @flashfreak62 Před 7 měsíci +1

    I've been trying to do exactly this since 2021!!! Thank you so much for this !!

  • @michaeljburt
    @michaeljburt Před 7 měsíci +1

    Super informative. Love how you present this kind of material!

  • @Nermit693
    @Nermit693 Před 7 měsíci +1

    This breakdown is a great resource for the community! I managed to get a tweaked shader form Godotshaders working like this last year, but there were some weird artefacts I couldn't figure out - most likely due to trying to use orthographic projection. Great to have everything broken down in this manner! Not that I know much about shaders, but I heard that branching (if-statements) are quite slow. I think you might be able to replace some of them with step functions if you find it runs slowly, particularly the edge_mix.

    • @crigz
      @crigz  Před 7 měsíci

      Yeah my original shader doesn't have an if statement there, it just made it easy to explain the logic with the statements split up. Maybe I'll commit the cleaner version to the repo.

    • @JahznCentral
      @JahznCentral Před 7 měsíci

      please do! @@crigz
      thanks for all your work!!!

    • @crigz
      @crigz  Před 7 měsíci +4

      @@JahznCentral Committed a couple tweaks to the repo, cleaned up the if statement a touch and made a tweak to clean up the edges where depth and normal edges overlap.

    • @petervanderhook4308
      @petervanderhook4308 Před 20 dny

      @@crigz how come quads dont get drawn with the shader unless you're very close to the camera?

  • @JanusIIV
    @JanusIIV Před 3 měsíci

    Incredible stuff! This is very helpful, and I greatly appreciate the tutorial.

  • @55555ivi
    @55555ivi Před 7 měsíci +13

    You can set the Render Priority lower than all the other transparent objects in your scene to make them visible again.
    But it only works in Forward+.
    Sadly I was trying to add it to my project on the Mobile renderer but meh, I'll use it on another project (?

  • @brandonjacksoon
    @brandonjacksoon Před 6 měsíci +1

    Liked and subscribed! Very useful information, thanks!

  • @Warden_rck
    @Warden_rck Před 7 měsíci +1

    You're great, a nice and clean explanation, well done!

  • @hunjo8463
    @hunjo8463 Před 7 měsíci +1

    'thank u so much.my englis is short. but i want talk to u "really thank u.!!!!

  • @kryperdev
    @kryperdev Před 3 měsíci +1

    I improved your shader just a tiny bit :)
    To your SubViewportContainer add two things:
    - Color ramp or mapping each pixel to color palette from 1px high texture allowing use of dynamic lighting where shader will "clamp" color values to nearest one out of palette.
    - Posterization which removes need to use for example toon shaders for lighting and allows use of regular shading methods.
    I will be happy to see updated video with those changes :) Try it, effect is even better :)

    • @guppyshmuck
      @guppyshmuck Před 2 měsíci

      Hey do you have an example of this change, I would love to see it?

  • @gisodelenteja
    @gisodelenteja Před 4 měsíci

    Incredible work. Exactly what I needed. Would love more insight on this style if you end up working on it.

  • @thelazyforger
    @thelazyforger Před 7 měsíci +1

    Exactly what i was looking for, thank you!
    I've got TONS of models I 3D sculpted for printing and i am looking forward to do something (anything) in Godot with that, but after writing my own shaders I feel lik there were some limits in the approach. This might just solve that, thank you!

  • @hmmmm34565
    @hmmmm34565 Před 7 měsíci

    Boy pls doing this for a long time, you real doing AMAZING THINGS... One day may enternal gratitude is be one game... So now... my sub and like ... My potato don't run godot

  • @brandonjacksoon
    @brandonjacksoon Před 6 měsíci +1

    Awesome! Thanks!

  • @Hex_is
    @Hex_is Před 7 měsíci +1

    amazing tutorial thanks so much!

  • @AvocadoInvocado
    @AvocadoInvocado Před 7 měsíci +2

    Aewsome work!
    I just remembered that you are the one who made the Active Ragdoll video for Godot 4.0
    Do you plan on revisiting that video (because of the spring constraints issue)

    • @crigz
      @crigz  Před 7 měsíci +2

      Yes! I plan on updating it to use Jolt instead.

    • @AvocadoInvocado
      @AvocadoInvocado Před 7 měsíci

      @@crigz Sweet!

  • @vuurmos6257
    @vuurmos6257 Před 7 měsíci +1

    This is awesome. Subbed!

  • @tehwofl
    @tehwofl Před měsícem

    Amazing, thanks!

  • @hibryd7481
    @hibryd7481 Před 4 měsíci

    Very clear and thorough tutorial, ty!
    It's always nice to have the option of course, but to anyone who may be designing a game; _please_ don't mix vector art menus/dialogues and pixel art content unless you have a very good reason. It's in so many games and it's such a faux pas. It's like if you decided to make a stylized black and white noir film and just randomly left the intro and outro credits in a some arbitrary range of colors for no reason.

  • @Verssales
    @Verssales Před 7 měsíci +4

    Loved the video, I have one question, using this Godot "hack" with a quad mesh due to it being processed before the transparency all objects with transparency are hidden, is there an way to fix this? Like a parameter or is this a limitation of the "hack"?

    • @crigz
      @crigz  Před 7 měsíci +2

      Unfortunately there isn't a parameter to make transparent objects appear in the screen textures Godot provides, this is due to a limitation in the renderer. The two options currently are; use separate viewports to capture the screen textures instead, or dive into the engines rendering code and add the feature ourselves.
      You can read more about the issue here: github.com/godotengine/godot/issues/28628

  • @samuraikina5908
    @samuraikina5908 Před 7 měsíci +1

    Hey this is amazing. 🌝😎

  • @kaliss6110
    @kaliss6110 Před 4 měsíci

    thanks! now i can edge in godot!

  • @rcookman
    @rcookman Před 6 měsíci

    Thanks super useful, thanks for sharing!

  • @GonziHere
    @GonziHere Před 7 měsíci +1

    Awesome, and also an incredible format. That aside, what would be the usecase? background for 2D game or something like that?

  • @jabalahkhaldun3467
    @jabalahkhaldun3467 Před 5 měsíci

    amazing work thank you!

  • @fohatenchou
    @fohatenchou Před 7 měsíci

    Thank you. You really helped me.

  • @tech_baron
    @tech_baron Před 6 měsíci

    Very nice tutorial

  • @johnnyatom6248
    @johnnyatom6248 Před 4 měsíci +1

    Thank you so much for this tutorial, I'll admit it was above my current understanding of Godot but it was fun to follow along and to get such a nice effect. Is there a way to exclude elements from this render? Say I wanted a sprite to not be effected by the subviewportcontainer, can I set it to a layer that is excluded so it is not effected by the outline?

  • @AndrewJamesBowen
    @AndrewJamesBowen Před 4 měsíci

    This is awesome. Thank you. I'd happily back you on Patreon, etc. if it meant more great content, even if once a month.

  • @ganonscrub
    @ganonscrub Před 7 měsíci +1

    This is sick

  • @AslanSilva
    @AslanSilva Před 7 měsíci +1

    Great vid!!

  • @DrawSage
    @DrawSage Před 4 měsíci

    You're a hero, what the hell.

  • @Father_mephedrone
    @Father_mephedrone Před 7 měsíci +1

    Святой человек, низкий поклон вам от всего нашего села.

  • @AlecChalmers
    @AlecChalmers Před 20 dny

    This is wonderful. Do you know if it's possible to add the edge effect to the rims of the shadows too?

  • @spoon8859
    @spoon8859 Před 7 měsíci +2

    Sign me up for the MasterClass!

  • @Wardius
    @Wardius Před 2 měsíci

    This is awesome! Would it be possible to prevent specific objects from receiving an outline?
    I don't know if this is achievable but maybe you could edit these objects so they do not appear when getting the screen-texture?

  • @saint-frog
    @saint-frog Před 3 měsíci +1

    Can I make this shader/node tree structure show my Sprite3D and Label3D nodes not pixelize or apply the shader to them? I have some floating UI elements above certain characters that I'd like to keep as clean as the UI.

  • @Beaniboi
    @Beaniboi Před 7 měsíci +1

    holy shit i was literally like "hm i wonder how i can do THIS EXACTLY" like an hour ago

  • @TheFlawlessFinale
    @TheFlawlessFinale Před 7 měsíci +2

    Amazing shader thanks so much for sharing this - I implemented this into a simple scene with a moving camera and I am noticing some flickering/movement of pixels on the edges of objects as the camera/character moves, do you know of any ways that this can be minimised/removed? i.e. Keep the pixels static if a moving isometric camera views them from a consistent angle?

    • @crigz
      @crigz  Před 7 měsíci +1

      Yes, you'll need to make a script to make the camera movement pixel perfect, I've just done a quick search on CZcams and there's some tutorials on how to do this. Searching "godot pixel perfect 3d camera" should get you some results :)

    • @TheFlawlessFinale
      @TheFlawlessFinale Před 7 měsíci +1

      Sweet, thank you so much for the quick reply!@@crigz

  • @BrianSantosF
    @BrianSantosF Před 5 měsíci +1

    I was testing this just for fun, and this shader causes a lot of flickering for me. Even just moving my mouse over the viewport in the editor causes the rendering to look like it's wiggling 1 pixel around. It seems to be caused by the one line of code in vertex(), I've commented pretty much everything else up
    Why's this?

  • @jeremisaarinen8569
    @jeremisaarinen8569 Před 4 měsíci

    SubViewportContainer has a problem that different resolutions get stretched to different end results, 4k vs 1080p end up in different resolutions. Maybe I'm overthinking this, but I ended up using both a fixed viewport resolution in Godot project settings, stretch mode to viewport and aspect to expand, and then ALSO using the SubViewportContainer to stretch it further down. Now I have full control on what resolution the end product is rendered in and I can have larger resolution for UI but smaller for 3D, and for example 4k and 1080p have the same look.

  • @DarkeyPro
    @DarkeyPro Před 7 měsíci +1

    love the video.
    can you make one on lens flare. i tried to convert the one on godot shader to spatial shader but failed also do you know how to make a geometry mask using depth texture .

  • @RugbugRedfern
    @RugbugRedfern Před 7 měsíci

    How'd you do the grass in your scene? If I use a MultiMeshInstance3D for grass, the outline effect is applied and it looks a bit rough.

    • @crigz
      @crigz  Před 7 měsíci +2

      The trick was enabling transparency on the grass shader to hide it from the screen buffer textures.

    • @RugbugRedfern
      @RugbugRedfern Před 7 měsíci

      @@crigz Thanks for your response! Did you write the grass shader yourself? If so, how did you enable it as transparent?

    • @crigz
      @crigz  Před 7 měsíci +1

      @@RugbugRedfern Yep! It was as simple as setting the ALPHA property in the fragment function like this: "ALPHA = 1.0;"

    • @RugbugRedfern
      @RugbugRedfern Před 7 měsíci

      @@crigz Thanks! I was stuck on that :P

    • @pfarnach
      @pfarnach Před 3 měsíci

      @@crigz Were there any other steps involved? When I do this, the grass disappears in play mode. Increasing the render priority on the grass makes it appear in play mode but any edges on objects in front of the grass mostly (but not 100%) disappear.

  • @aqua_cat_
    @aqua_cat_ Před 7 měsíci +3

    Hey, novice here. I was wondering if its possible to make an object in scene uneffected by the shader (All other objects are effected, but one.)
    I succeeded making it by making the object material transparent with alpha, but object disappears if Im too far away (~5m). I know it has something to do with the shader as it does not disappear with post processing hidden, but I really cant find what is causing it.

    • @crigz
      @crigz  Před 7 měsíci +1

      Hey! To make an object unaffected, I've been doing the same thing by enabling transparency.
      I just recreated your issue locally, I was able to resolve it by increasing the render priority of the transparent object. Hope this helps!

    • @aqua_cat_
      @aqua_cat_ Před 7 měsíci +2

      @@crigz First of all, thanks for answering!
      Secondly, could you provide information where can i change render priority as only option I see is "priority" under "Node" class witch does not fix the issue. Sorry of its a stupid question, but never had issues like this before.
      Thanks in advance!
      Forget it, AI figured it out.

    • @sventomasek
      @sventomasek Před 6 měsíci

      @@aqua_cat_ I also can't find render priority anywhere :(

    • @aqua_cat_
      @aqua_cat_ Před 6 měsíci +2

      @@sventomasek so its in the material propeties right on top. Just set it as one.

    • @sventomasek
      @sventomasek Před 6 měsíci

      @@aqua_cat_ Thank you!! I thought it would show up by searching for it but I guess it not

  • @aguest5394
    @aguest5394 Před 7 měsíci

    can you make videos about character movement and possibly more advanced ways to do it in the latest version of godot
    in a 3D space
    - basic movements similar to most games
    - click to move
    - multiple complex inputs to move(like rapidly clicking two buttons to move,or a unique combination of different inputs such as a eye tracker or foot pedal etc)

  • @joshbishop
    @joshbishop Před 6 měsíci

    Hello! This is a fantastic effect, thank you for making this video! One question I have--I'm trying out the shader and trying out different aesthetics, but right now the outline shader is being applied to everything including the grass I have. Is there a way to prevent the outline from applying on specific objects? Thanks again!

  • @eziowayne
    @eziowayne Před 6 měsíci +2

    Do you have any recommendations on how to limit the shader's effect to a certain distance which I could control? I ask because after implementing it, when looking at objects far from the camera, the shader becomes very noisy regardless of the "Stretch Shrink" ratio. Any suggestions would be much appreciated : )

    • @linkzerotsang
      @linkzerotsang Před 4 měsíci

      you can apply a smoothstep to the linear depth, and use the result as a mask.
      Some (pseudo)code:
      ...
      void fragment() {
      ...
      float fade_start_dist = 50.0;
      float fade_end_dist = 60.0;
      float mask = smoothstep(fade_end_dist, fade_start_dist, linear_depth);
      // assuming highlight edges; modify accordingly for shadow edges.
      highlight_edge *= mask;
      ALBEDO = ...
      }

  • @Kritzelpaul
    @Kritzelpaul Před 7 měsíci +1

    Hello there, is there a way with this method to include normal 2D Sprites in the 3D environment, without pixelating them? I'm still a beginner and I was wondering if there is a way to apply the pixelation only to certain objects (like the environment) and not the whole screen.

  • @user-nh8sz1ob9o
    @user-nh8sz1ob9o Před 7 měsíci +1

    nice

  • @iivan8730
    @iivan8730 Před 7 dny +1

    This shader made my game look much better, thank you ! But now that 4.3 is out it broke :(
    Do you know a way to fix it ?

    • @MisterNewYear
      @MisterNewYear Před 6 dny

      try this:
      void vertex() {
      POSITION = vec4(VERTEX.xy, 1.0, 1.0);
      }

  • @jellybeans7729
    @jellybeans7729 Před 2 měsíci

    Could you do a video on conveyor belts like as in a factory game

  • @sanketsbrush8790
    @sanketsbrush8790 Před 7 měsíci +1

    will you make video on motion blur in godot 4+ ?

  • @RREDesigns
    @RREDesigns Před 7 měsíci +2

    Watch in 144p for more pleasure. 🚬

  • @lemondude2
    @lemondude2 Před 5 dny

    how do you actually put in a game, like for each player?

  • @ifrite3
    @ifrite3 Před 6 měsíci

    Could you do a video on multiplayer with Steam similar to how unity has FizzySteamworks, connecting via friendlist and invitations and such?

  • @catbeluga6151
    @catbeluga6151 Před 5 měsíci +1

    how to avoid rendering the grass

  • @mosesthecgartist
    @mosesthecgartist Před 3 měsíci

    man i wanna learn how to do this in unreal

  • @theonlyponguin
    @theonlyponguin Před 7 měsíci

    Is there any way to get this to work with an Orthogonal camera? I've been trying to sample the depth texture & then convert to an orthogonal projection but it has been a long time since I have done any shader code like this

  • @puleroxd4116
    @puleroxd4116 Před 4 měsíci

    This doeanst seem to recognize multimeshes as all my grass disapeared... i have no clue how to bring them back... any ideas?

    • @MisterNewYear
      @MisterNewYear Před 7 dny

      a little late but the meshes might have alpha applied to them, and you can't render outlines to transparent objects, I had this problem with transparent rain that I ended up moving in front of the rendering of the shader in my render priority to have it not be applied and it became visible again

  • @moumokutochoukakushougaimono

    what about one for comatibility?

  • @LopkaUna
    @LopkaUna Před 7 měsíci +1

    im currently trying to write shader that doing the same thing but per choosen object via material. unfortunately godot still doesnt support stencil buffer method. :(

    • @crigz
      @crigz  Před 7 měsíci

      This shader should work with some modifications as an object level material!
      Make sure you remove the vertex part of the shader, and set it as a second pass in the material for the object.
      And yeah, stencil buffer access can't come soon enough!

    • @denovodavid
      @denovodavid Před 7 měsíci +1

      This kind of outline shader shouldn't require the stencil buffer, it's just that currently, accessing depth/normal buffers in a shader will force the object into the transparent pipeline, which may be undesirable for aesthetic and performance reasons. I thought that enabling depth-prepass would solve this, but it doesn't (bug?), but it's actually very little code changes to Godot's source to get it working, so maybe I'll open an issue...

    • @crigz
      @crigz  Před 7 měsíci

      @@denovodavid You can also run the outline shader as a second pass to a standard material and that seems to work fine. Not done a lot of testing though.

    • @denovodavid
      @denovodavid Před 7 měsíci +1

      @@crigz yeah, that's an option. But that second render will still be in the transparent pipeline. Since I had outlines on most objects in my scene, it really limited the quality of volume/fullscreen VFX, as outlines may or may not appear due to transparency ordering, and might not be in the screen texture.

  • @UnspokenChicxulub
    @UnspokenChicxulub Před 7 měsíci

    Just for your information the github repo has a bug, the depth function has a /= instead of a *= somewhere
    I know because I copy pasted it while following the tutorial and I had to read through it all and make sense of it to find what was wrong, specifically what I was avoiding by copy pasting.
    Lesson learned: If you can type fast, just type it yourself

    • @crigz
      @crigz  Před 7 měsíci

      Are you referring to "view.xyz /= view.w"? If so, that is not a bug, it is from the official godot documentation: docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html
      If it's another line please let me know so I can look into it. Cheers!

  • @niuage
    @niuage Před 7 měsíci +1

    I've been looking at a lot of outline shader videos over the years, as I was interested in using them myself (czcams.com/video/J_mJQqbuGac/video.html&ab_channel=niuage), and I gotta say, this one might be the best one in the way you explain things, well done.

  • @Kio_Kurashi
    @Kio_Kurashi Před 7 měsíci

    Sometimes when the object is large enough to be going past the borders of the screen I'll get some extra shadow edges on the opposite border of the window that the clipping mesh is at.
    Do you know of how I could fix this?

    • @crigz
      @crigz  Před 7 měsíci +2

      You just need to add some logic to make sure our offset UV's don't exceed the 0.0 - 1.0 range and cause wrapping. Something like this:
      uvs[0] = vec2(SCREEN_UV.x, min(1.0 - texel_size.y, SCREEN_UV.y + texel_size.y));
      uvs[1] = vec2(SCREEN_UV.x, max(0.0, SCREEN_UV.y - texel_size.y));
      uvs[2] = vec2(min(1.0 - texel_size.x, SCREEN_UV.x + texel_size.x), SCREEN_UV.y);
      uvs[3] = vec2(max(0.0, SCREEN_UV.x - texel_size.x), SCREEN_UV.y);

    • @Kio_Kurashi
      @Kio_Kurashi Před 7 měsíci

      @@crigzThanks for that, it worked! (as expected)

  • @MisterNewYear
    @MisterNewYear Před 7 měsíci +1

    is anyone else getting a few pixels of screen wrapping with this shader applied?

    • @crigz
      @crigz  Před 7 měsíci +2

      An easy fix for this, when creating the UV offsets, apply a clamp so the values don't exceed the 0 - 1 range.
      e.g. uvs[0] = vec2(uv.x, clamp(uv.y + texel_size.y, 0.0, 1.0));

    • @MisterNewYear
      @MisterNewYear Před 7 měsíci +1

      @@crigz thanks so much!
      Also for anyone else, for some reason I ended up having to clamp a little earlier at 0.999

  • @minedantaken1684
    @minedantaken1684 Před 5 měsíci

    Well, I guess that means saying bye bye to Unity!

  • @nuevocharrua
    @nuevocharrua Před 7 měsíci

    Could it be that this PostProcessing shader makes Sprite3d nodes not visible?

    • @crigz
      @crigz  Před 7 měsíci +1

      To make Sprite3D nodes visible, increase the render priority under Flags in the Sprite3D's inspector.
      Be sure to also set the Texture Filter to Nearest for clean pixels.

    • @nuevocharrua
      @nuevocharrua Před 3 měsíci

      @@crigz Thank you very much!
      Another question, how do I make an object ignore this effect?

  • @ricardofreiremerono5082
    @ricardofreiremerono5082 Před 7 měsíci

    Is this written in gdscript???

    • @crigz
      @crigz  Před 7 měsíci +1

      The shader is written in Godot's shader language which is essentially GLSL

  • @PrometheanFool
    @PrometheanFool Před 5 měsíci

    I'm trying to get anti-aliasing working with this, ideally without drastically increasing hardware demands 😅😅.
    I have been playing with T3ssel8rs Smooth Pixel ( czcams.com/video/d6tp43wZqps/video.htmlsi=l1PQ-sz_5LEnINUF )
    script from unity and trying to parse it into your system/godot but I don't know enough about shaders, Godot shaders, or unity to even know if it's possible or if they implement too differently.
    Any guidance on either making his system work or implementing your own low-draw AA would be appreciated, if I figure anything out I'll make sure to reply to this.

    • @marci50
      @marci50 Před 2 měsíci

      Hi, are you still trying? I found such a shader and it works for me. I'll send it to you if you want ;)